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https://github.com/dolphin-emu/dolphin.git
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ShaderGen: Only pass VS_OUTPUT between shaders if stereo 3D is enabled.
GLSL130 doesn't support passing structs between shaders. This is not a problem for stereo 3D which has a GLSL150 requirement.
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@ -123,11 +123,31 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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}
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uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
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out.Write("centroid out VS_OUTPUT %s;\n", (g_ActiveConfig.iStereoMode > 0) ? "v" : "o");
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if (g_ActiveConfig.iStereoMode > 0)
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{
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out.Write("centroid out VS_OUTPUT o;\n");
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}
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else
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{
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// Let's set up attributes
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for (size_t i = 0; i < 8; ++i)
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{
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if (i < xfmem.numTexGen.numTexGens)
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{
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out.Write("centroid out float3 uv%d;\n", i);
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}
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}
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out.Write("centroid out float4 clipPos;\n");
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if (g_ActiveConfig.bEnablePixelLighting)
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out.Write("centroid out float4 Normal;\n");
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out.Write("centroid out float4 colors_02;\n");
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out.Write("centroid out float4 colors_12;\n");
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}
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out.Write("void main()\n{\n");
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if (g_ActiveConfig.iStereoMode > 0)
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if (g_ActiveConfig.iStereoMode <= 0)
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out.Write("VS_OUTPUT o;\n");
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}
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else // D3D
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@ -414,8 +434,24 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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if (api_type == API_OPENGL)
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{
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if (g_ActiveConfig.iStereoMode > 0)
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out.Write("v = o;\n");
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if (g_ActiveConfig.iStereoMode <= 0)
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{
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// Bit ugly here
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// TODO: Make pretty
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// Will look better when we bind uniforms in GLSL 1.3
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// clipPos/w needs to be done in pixel shader, not here
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for (unsigned int i = 0; i < xfmem.numTexGen.numTexGens; ++i)
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out.Write("uv%d.xyz = o.tex%d;\n", i, i);
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out.Write("clipPos = o.clipPos;\n");
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if (g_ActiveConfig.bEnablePixelLighting)
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out.Write("Normal = o.Normal;\n");
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out.Write("colors_02 = o.colors_0;\n");
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out.Write("colors_12 = o.colors_1;\n");
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}
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out.Write("gl_Position = o.pos;\n");
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}
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